Osoroshii

Earning Your Wings! A Guide For Understanding Movment.

223 posts in this topic

I've been on these boards for almost a year and have never seen that "Popular Tag" on any post before, It's kinda cool. Thank you all for the likes I really apricate it.

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I picked up a Black & Decker laser level from Home Depot for fifteen bucks. Works great to figure out if something is in arc or not, and can also be used as a level!

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Just out of curiosity what part of the guide was the most helpful or which part was new to you. I have other tips and tricks and this info will help me decide what to write up next.

 

 

Definitely the turns and banks. Seeing it in pictures with the laser really helps "seeing" it on the battlefield for real. Kudos on a great tutorial / guide.

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I've been on these boards for almost a year and have never seen that "Popular Tag" on any post before, It's kinda cool. Thank you all for the likes I really apricate it.

Great visuals. 

Rodafowa likes this

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thank you sir for this article and for the bump! it helped me find it today!

I agree this needs to be stickied. 

 

also I got that same laser from harbor freight.  it's really useful and for $5 it's a no brainer. 

Osoroshii likes this

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Great Article, I would like to request that next chapter in advanced moves, how about action moves such as barrel roll and cloak and how much the bank barrel roll templates change in moving ships. Perhaps in better ways to get out of say firing arcs.

Flamestalker and Osoroshii like this

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Great Article, I would like to request that next chapter in advanced moves, how about action moves such as barrel roll and cloak and how much the bank barrel roll templates change in moving ships. Perhaps in better ways to get out of say firing arcs.

I will work on setting a guide to the three movement actions, barrel roll, boost and decloak. I'll try to have it up this weekend and it will be included in this thread.

Marinealver and Souladin like this

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Part 3: The Barrel Roll

The Barrel Roll is a great action for controlling your position after movement. Once you have the movements down to where you can accurately predict where your ship will be, you can now plan on a barrel roll. You will always have the moments where after you move you see a barrel roll is a good option, but to be good with it you must plan ahead.

Let's first look at what a barrel roll does. Moving a ship either left or right with the 1 movement template anywhere along the side of the ship, finishing anywhere along the side of the ship. We learned before that a movement template is half of a small ship base. This means the area we can gain after a barrel roll is two ship bases long.

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The most common use of a barrel roll is to keep you off of astroids. You have to see the vertical line the barrel roll will move along. A barrel roll will move you over to a vertical line but not change the direction a ship is facing.

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In that picture we see the Tie barrel rolled to the right to avoid the astroid. This barrel roll also kept us going in the same direction as before.

An advance use of barrel roll will leave you outside of you enemy's arc while you still have a shot at him. You first must see the vertical lines the two ships are on. If you and the enemy ship are on the same vertical path the condition is right for a barrel roll.

It is important to note what vertical lines the two ships are on. If you and the enemy are on the same vertical line nose to nose, no barrel roll will get you outside of there arc while leaving you on theirs.

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Because the barrel roll does not change the direction you are facing, you don't gain the angle need to get out of arc. If you have a full small ship space between your vertical paths such as this:

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The condition is set for a great barrel roll.

We talked about the not changing of direction of a barrel roll and how that poses a problem. A bank and barrel roll will leave you on the same vertical line but facing a different direction.

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So here between the two pictures we can see the result. The A-Wing moving forward while the Tie banks in and barrel rolls out of arc. This can only be accomplished because of the change in direction. If the Tie would have hard turned or gone straight a barrel roll would not have help him. Because the Tie player saw the condition was right for a bank to set up the barrel roll he won this engagement.

Part 4: The Boost - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1152578

Edited by Osoroshii

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I found a better way to judge a hard turns. Use your range ruler on hard 1 and you will see its exactly the width over, and the width up when you do a hard 1. for a hard 2 I imagine a checkerboard, and the squares are exactly the size of the bases. just go caticorners (though its just a tad bit more then that)

Osoroshii likes this

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I found a better way to judge a hard turns. Use your range ruler on hard 1 and you will see its exactly the width over, and the width up when you do a hard 1. for a hard 2 I imagine a checkerboard, and the squares are exactly the size of the bases. just go caticorners (though its just a tad bit more then that)

 

Yes that is a good method but falls apart in the Bank maneuvers. This is why I used a similar example on how to calculate the distance for both Banks and Turns. Less rules to remember make it easier to use. 

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Part 3: The Barrel Roll

...

We talked about the not changing of direction of a barrel roll and how that poses a problem. A bank and barrel roll will leave you on the same vertical line but facing a different direction.

d0c3633c1c0f111338fdf321e25b39cb_zpsa63a

So here between the two pictures we can see the result. The A-Wing moving forward while the Tie banks in and barrel rolls out of arc. This can only be accomplished because of the change in direction. If the Tie would have hard turned or gone straight a barrel roll would not have help him. Because the Tie player saw the condition was right for a bank to set up the barrel roll he won this engagement.

 

And this is why the boost + barrel roll combo is so awesome (usually on ships with Push the Limit). You can boost left or right, then barrel roll out of an arc while keeping the enemy ship in your arc. Very fun and very useful.

Rodafowa and Osoroshii like this

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I found a better way to judge a hard turns. Use your range ruler on hard 1 and you will see its exactly the width over, and the width up when you do a hard 1. for a hard 2 I imagine a checkerboard, and the squares are exactly the size of the bases. just go caticorners (though its just a tad bit more then that)

 

Yes that is a good method but falls apart in the Bank maneuvers. This is why I used a similar example on how to calculate the distance for both Banks and Turns. Less rules to remember make it easier to use. 

 

Yes, it was difficult for me to find a good method to gauging where a bank would put me. 

Osoroshii likes this

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And this is why the boost + barrel roll combo is so awesome (usually on ships with Push the Limit). You can boost left or right, then barrel roll out of an arc while keeping the enemy ship in your arc. Very fun and very useful.

 

 

Absolutely, great point Danthrax. The Boost Action and Barrel Roll combo from Push the Limits is one of the best ways to get out of firing arc's. The change in direction boost gives you is the perfect set up for a great barrel roll. Later this week I will have a full article to illustrate the boost and it's best uses.

kilrolo and Marinealver like this

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OK, I'll ask the unaskable - what laser level are you using and is anyone using laser levels in general?  I thought about it but I wonder if that's just too geeky.

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OK, I'll ask the unaskable - what laser level are you using and is anyone using laser levels in general?  I thought about it but I wonder if that's just too geeky.

I use a Black & Decker laser that I got from Lowes.  It works great because I can either place it on the table or hold it above the table to shoot a line, depending on the particular circumstance.

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RedstarNYC, on 08 Jul 2014 - 11:31 AM, said:

    OK, I'll ask the unaskable - what laser level are you using and is anyone using laser levels in general?  I thought about it but I wonder if that's just too geeky.

 

 

Here is the exact same laser I used in the photos,
http://www.ebay.com/itm/like/161356736458?lpid=82

If you can find a close by Harbor Freight they sell it much cheaper in store
http://t.harborfreight.com/catalogsearch/result?q=Laser+marker

 

This Laser is cheap and very small. It makes the laser very portable and sortable. We are already playing with little plastic ships and your worried the laser is too geeky  :P 

rym and torm3ntin like this

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Great, can't wait for the boost and "daredevil" guides. Also with the cloaking mechanics should be interesting. Of course the Lt Lorrir and Echo should probably one of the last chapters because of the way they change their action moves. Echo is even scarier with the advanced sensors.

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